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Anyone know if multitexturing is supported by Plib? That would make airports
and terrain look much better. Thanks,
David
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The cygwin is the lates from the web site with everything installed, I
can compile/build things with it without any problems. My main problem
is that plib requires glut to compile / build, which isn't in the cygwin
installation. I have tried using mesa or freeglut but both of these fail
to
Arnt,
Does the magazine ever mention http://eaa.org/ type planes?
Geek fliers build their planes. ;-)
No.
..how about flight dynamics in the review?
..I'm curious; this magazine reviews other sims flight dynamics,
did they miss all our FDM's?
It's a 1 page review including 4 screen
The cygwin is the lates from the web site with everything installed, I
can compile/build things with it without any problems. My main problem
is that plib requires glut to compile / build, which isn't in the cygwin
installation. I have tried using mesa or freeglut but both of these fail
to
Michael Basler wrote:
Arnt,
..I'm curious; this magazine reviews other sims flight dynamics,
did they miss all our FDM's?
It's a 1 page review including 4 screen shots. There are no details on
flight dynamics. The author does not even mention/compare different FDMs.
Hmm, this makes me
On Sun, 2 Jun 2002 09:29:39 +0200,
Michael Basler [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Arnt,
Does the magazine ever mention http://eaa.org/ type planes?
Geek fliers build their planes. ;-)
No.
..how about flight dynamics in the review?
..I'm curious; this
On Sat, 01 Jun 2002 23:36:52 -0400,
[EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
Jim Wilson [EMAIL PROTECTED] writes:
Excellent suggestions. Tackling such a range is good for improving
the FDM's, laying the ground work for more contributions. A small
jet would be good as
David Findlay writes:
Anyone know if multitexturing is supported by Plib?
As far as I know, it is not.
That would make airports and terrain look much better. Thanks,
Well, yes or no depending on what combinations of textures you pick.
Would we use the 2nd texture for lighting effects? If
Following some recent bad experiences with commercial simulators, and
the prospect of simulating (from an FDM perspective) a modern jet in
FlightGear, I am planning to work on some features which might
eventually let me use FG for the stuff I enjoy flying.
As a starting point, there are a few
Michael Basler wrote:
1. By default, Cygwin installs only a minimum of packages excluding most of
the development stuff. Check that all these including the OpenGL package are
installed. (Unfortunately I don't have a complete list at hand.) I doin't
have the very latest version, but in my case
Curtis L. Olson wrote:
David Findlay writes:
Anyone know if multitexturing is supported by Plib?
As far as I know, it is not.
That would make airports and terrain look much better. Thanks,
Well, yes or no depending on what combinations of textures you pick.
The first (and only)
For the process of starting a turbine engine, this is what I have
identified, so far:
Actions:
---
1) engage the starter
2) throttle at ground idle setting
3) ignition on (at ~8% ground idle rpm)
4) fuel on
5) at ignition, engine begins to produce torque
6) when torque produce by engine
I rebuilt all necessary libs with VC++ 7.0 and made one minor code change in
panel_io.cxx:
readInstrument (const SGPropertyNode * node)
{
//const string name = node-getStringValue(name);
const string name = node-getStringValue(name);
...
(the first line resulted in bad pointers during
Curtis L. Olson wrote:
David Findlay writes:
Anyone know if multitexturing is supported by Plib?
As far as I know, it is not.
This is true of the default plib objects, but not really of plib
itself. The ssgLeaf object is extensible, and supports a draw()
method that you can fill with
For a 747-400 (per UAL flight manual):
Preperation for engine start
F/O Beacon light switch..confirmation (on)
F/O Pack control selectors...set (off)
F/O eicas...cancel
F/O ready to start engines ...announce
Engine start
Capt engine start...anounce
F/O Engine start
..also, how about a _generic_ Mooney Bonanza? About 300 of
Mooney didn't build the Bonanza, Beechcraft did. I have to admit though,
a huge formation of forked-tail doctor killers would be a cool thing to
see. :)
g.
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To all those interested,
I don't know if it's worth the trouble, but I made a scan of the
FlightXpress article plus an ASCII (OCR) version plus an English translation
by myself (given I work as a technical translator for a living I just didn't
want to leave the job to a machine :-).
I will ask
On Saturday 01 June 2002 11:32 pm, Jim Wilson wrote:
BTW I have the X15 with all the parts labeled. If someone is interested in
doing the xml for animations I'll put it in cvs (it's based on the gear
down version).
I beleive I committed that model. I could be wrong
J
On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
..also, how about a _generic_ Mooney Bonanza? About 300 of
Mooney didn't build the Bonanza, Beechcraft did. I have to admit though,
a huge formation of forked-tail doctor killers would be a cool thing to
see. :)
g.
forked-tail doctor
Jim Wilson [EMAIL PROTECTED] said:
Andy Ross [EMAIL PROTECTED] said:
Yes! That's it!
Yes, I'm seeing a big difference.
Andy,
That sure did the trick. To make a long story short, I screwed up the update
the first time (had a two year old doing some major distracting :)). The
On Sun, 02 Jun 2002 19:15:32 -0400,
John Check [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
..also, how about a _generic_ Mooney Bonanza? About 300 of
Mooney didn't build the Bonanza, Beechcraft did. I have to admit
Arnt Karlsen wrote:
On Sun, 02 Jun 2002 19:15:32 -0400,
John Check [EMAIL PROTECTED] wrote in message
[EMAIL PROTECTED]:
On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
..also, how about a _generic_ Mooney Bonanza? About 300 of
Mooney didn't build the Bonanza, Beechcraft did.
No mention of Beech anywhere.
Beech is now a division of
Raytheon.
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I was tracing the VSI logic through today and ran into something that
looks a little funny.
Cockpit/steam.cxx exports /steam/vertical-speed-fpm and ties it to
FGSteam::get_VSI_fps
It seems like there is a mismatch here between fpsecond and fpminute.
The fdm exports
Any Linux Games/Flightgear people/clubs near Sterling, VA? If so and you
have some good flightgear build running on some hot hardware, let me know;
I'd like to share in the fun and see it.
Jason L. Grace
Senior Developer
Computer Sciences Corporation, Rockville, MD
(301)-670-3706
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